Calls CurrentAction.ActionCompleted(), sets ActionNum++ and switches to state Scripting.Begin.

SetMoveTarget()

AbortScript()

Calls LeaveScripting().

bool WeaponFireAgain( float RefireRate, bool bFinishedFire )

Notification from weapon when it is ready to fire (either just finished firing, or just finished coming up/reloading). Returns true if weapon should fire. If it returns false, can optionally set up a weapon change.

Sends a warning to the log that the ScriptedScript is BROKEN and gives the CurrentAction. Sets Pawn.bPhysicsAnimUpdate = false and calls Pawn.StopAnimating(). If GetMyPlayer() != None, it calls PlayerController(GetMyPlayer().Controller).SetViewTarget(Pawn).